XCOM Wiki
Advertisement

A Proximity Mine is a grenade item in XCOM 2.

Notes[]

  • Can only be activated by enemy Move actions (Grapple, Teleport, and Sectopod leg extensions do not trigger the Mine) - grenades/bombs/explosives/heavy weapons do not trigger the Mine (contrary to the Claymore). [explanation needed]
  • When deployed, doesn't break individual or group concealment.
  • When triggered, breaks concealment for the whole XCOM party (except for the units with Phantom or Reaper Shadow abilities) and the unit who deployed the mine (including a shadowed Reaper). [explanation needed]
  • Interaction with Lost: draws the Lost when deployed and upon detonation.
  • Bug: will open doors within the blast radius upon being placed.
  • Codices do not clone when damaged by a Proximity Mine during the enemy turn. [explanation needed]

Tips[]

  • In most cases, the Proximity Mine can be used as a direct upgrade to the Plasma Grenade. Use it as you would use a Plasma Grenade, though keep in mind that it will not go off if the enemy does not move. Flanking targets will typically cause them to move on the next turn, if the targets refuse to move.
  • When deployed by a Grenadier with the Volatile Mix ability, these powerful explosives will shred armor and deal a devastating 8 damage to each enemy in a huge area of effect.
  • When deployed by a Grenadier with the Salvo ability, the soldier can join the Overwatch ambush to pick off the remaining enemies.

Quotes[]

Using high-tech multi spectrum sensors, the Proximity Mine will self-trigger when an enemy penetrates its radius, dealing massive damage to the environment and enemy targets alike.

–In-Game Description

  • Throwing a proximity mine will not break a soldier's concealment.
  • Proximity mines are not triggered by friendly units, but if caught within the mine's blast radius, friendly units will be damaged.

–Tactical Info

See Also[]

  • Resistance Orders:
    • Bomb Squad: Experimental Grenade and Heavy Weapon projects are completed instantly in the Proving Grounds.
    • Weak Points: Any shredding attack from XCOM does an additional +1 shred to the target.
  • XCOM Abilities:
    • Volatile Mix: Grenades deal +2 damage. Does not increase environment damage.
    • Salvo: Using the grenade launcher or a heavy weapon as your first action does not end the turn.
    • Heavy Ordnance: The grenade in your grenade-only slot gains a bonus use. Affects support grenades, not just offensive ones.
    • Total Combat: Throwing a grenade or using an item no longer ends the turn.
  • Guerrilla Tactics School:
  • Weapons:
Advertisement